1.7 版本

Qi讨论 | 贡献2023年3月11日 (六) 13:23的版本 →‎免费特性
十字军之王 III
DLC Roads to Power.png 权力之路
DLC Legends of the Dead.png 不朽传说
1.121.12.2.11.12.31.12.41.12.5
DLC Legacy of Persia.png 波斯遗产
1.111.11.11.11.21.11.31.11.4
DLC TaT.png 巡游与比武大会
1.101.10.11.10.2
1.91.9.0.41.9.11.9.21.9.2.1
DLC FoI.png 伊比利亚的命运
1.81.8.11.8.2
1.71.7.1
1.61.6.0.11.6.11.6.1.11.6.1.2
DLC RC.png 帝王宫廷
1.51.5.0.21.5.11.5.1.1
DLC NL.png 北境群雄
1.41.4.21.4.4
1.31.3.1
Icon CK3b.png 基础版本
1.21.2.2
1.11.1.21.1.31.1.3.1
1.01.0.3

1.7 版本,又称“Bastion堡垒”,发布于 2022-09-08[1]。这个版本和友与敌事件包同步发行。
翻译请见:

DLC特性

  • 您的统治者日常生活充满无数新事件。体验超过一百篇由玩家亲手推动的剧情,例如当您垂死时的挣扎,或者您亲近的人前去国界之外战斗。
    • 寻找配偶和与其相处的新事件:溺爱你的伴侣并承担其后果、应对后宫伴侣的争风吃醋并考虑立储、制约(或允许)狂热的配偶焚烧“异端邪说”以确保你的孩子保持虔诚, 或去一场比武招亲大会,通过击败对方以与其缔结婚约!
    • 经营为人父母的生活:处理子嗣夺嫡的争斗、与出嫁后代的书信往来、以及平息嫡庶之间关于平等的疑虑或嫉妒。
    • 作为一个中世纪的孩童,应对生活中的陷阱:在温暖的篝火旁结为同道,抵御觊觎你同胞发起的手足相残,且誓死向霸凌你的恶霸复仇。
    • 探索友谊的乐趣:与老友分享战争往事,并在澡堂结交新友。抵制过世朋友伴侣对你的诱惑、原谅你贪吃的灵魂伴侣吃空你的家底、劝阻你的亲朋戒酒、尝试为孤独的伙伴牵线搭桥、并且试图减轻好友离世的痛苦。
    • 发掘你对仇敌的厌恶:在码头和酒吧里斗殴、通过扳手腕…或者战争毁灭他们的宝物、即使他们死去,也要将其刨坟鞭尸以羞辱他们。淡然,也可以与你仇敌的后代上床,甚至直接奸污你的仇敌!小心后果……
    • 从单个事件到庞大的事件链,这些内容将编织关于友谊、复仇、家族之间的宿怨、过去的回忆等等的新的戏剧性叙述。
  • 全新乐曲涵盖一般、西欧与阿拉伯主题曲调。

免费特性

  • 添加了一组12个新的童年性格事件,这将使某些性格特征组合更有可能出现,并且还使某些以前不可能出现的组合成为可能。特性组合的平衡方式使您作为监护人的选择应该更有趣:
    • 勤勉、合群、节制
    • 狂热、野心勃勃、虐待狂
    • 害羞、多疑、懦弱
    • 懒惰、暴食、慈悲
    • 色欲、忠贞
    • 公正、贪婪、冷酷
    • 谦卑、愤世嫉俗、安于现状
    • 瑕疵必报、狡诈、冷静
    • 慷慨、多变、傲慢
    • 宽宏大量、轻信他人、耐心
    • 诚实、专断、急躁
    • 勇敢、固执、暴怒
  • 当朋友、至交、仇敌、死敌、情人或灵魂伴侣关系形成时,现在会说明原因。例如:“凯撒海因里希和国王菲利普一起在亚琛享用盛宴”或“巴西琉斯安德烈亚斯发誓要为在战斗中被乌尔夫·蒙克杀死的阿里斯塔科斯复仇”。假设关系不是秘密,则可以在角色窗口的关系选项卡中查看任何与其关系形成的原因。
  • 在人物肖像上添加了关系图标,以便您一眼就能看出谁是您的朋友/仇敌/情人,以及信息丰富的提示栏
  • Characters now have Memories of things happening in their lives (children born, battles won, rivals killed, etc etc.). These memories are used in events and other content. For example, if you are murdered your assassin might cite a grievance that your killer had against you. These memories might fade with time, and are usually lost on death. For certain characters memories are preserved longer or even forever (such as rulers the player has controlled, and high tier rulers).
  • Memories can be viewed by opening the Memory Viewer from the character window, via a button in the same place as the Kill List, Inventory, and Lifestyle.
    • Memories are listed chronologically alongside the date they were added (you can flip direction with a toggle).
    • Private memories will not be visible unless it’s your own character, or you are in Observer mode. (private memories such as gaining a lover or murdering someone).
    • You can view the public memories of any character in the world.
    • Memory lists can be copied to the clipboard via a button and shared outside the game.
    • For convenience you can pin the Memory Viewer to one character, or browse through different characters while keeping the Memory Viewer open.
    • Memories are collected up during game play time, but some characters may start with some already in place.
  • Added the Loyal/Disloyal Traits, which affect how likely a character is to join factions, cheat on their spouse, etc. These traits are integrated as Sins/Virtues, hooked into Cultural Traditions, and can be gained through new events.
  • Reworked Populist Factions in order to improve their functionality, especially in regards to how they interact with player vassals:
    • Vassals directly affected by a Populist Revolt now get a letter from the revolt leader, asking the vassal how they will respond to their demand. The vassal may:
      • Join the war and help their liege
      • Convert to the faction's culture and/or faith and join the war on the side of the rebels
      • Stay out of the war and do nothing (though still risk losing land if the liege loses the war)
    • AI vassals are most likely to join the war on the side of their liege, but can in rare cases pick either of the other two options
    • Made it so that AI lieges will never accept the faction demand if a player vassal is targeted by the faction (this will finally allow player vassals to intervene and help protect their own realm)
    • Greatly increased the military strength of Populist Factions, to compensate for the fact that vassals can join the war:
      • Populist armies now spawn a few basic Men-at-Arms in addition to levies
      • Populist armies spawn Siege Weapons depending on their culture's innovations, allowing them to better scale into the late game
      • Populist factions now generate a few commanders to lead their troops
    • The populist leader will now get some extra gold upon victory, to ensure that they can afford creating titles and Men-at-Arms
    • Reduced the rate at which factions gain discontent for being over the military power threshold. In practice, this will give rulers a longer time to react before factions press their ultimatum (especially when the faction is only slightly stronger than their target)
    • A successful Populist Faction will no longer usurp or create an existing title if they don't control at least 50% of its De Jure (this is to prevent titles from being usurped too easily)
    • Increased the restrictions for a successful Populist Faction to create custom kingdoms and duchies. They will primarily attempt to create a title without a holder or usurp an existing title
    • Rulers participating in a Populist Faction will now become independent if they have too high a rank to be vassalized by the populist leader, instead of remaining a vassal to their old liege
    • The leader of a successful Populist Faction should no longer steal counties from rulers joining the revolt
  • Added 14 new event illustrations:
    • Food Cellar
    • Crossroads with Inn
    • Hills
    • Plains
    • Bonfire
    • Kitchen (Western)
    • Jungle
    • Desert/Drylands
    • Docks (Tribal)
    • Castle Corridor Day/Night (Indian)
    • Courtyard (Indian)
    • Courtyard (MENA)
    • Relaxing Room
    • Wetlands
  • 7 new character animations for events:
    • Assassination pose with raised knife
    • Eavesdropping
    • Eye Rolling
    • Laughing
    • Drinking from Goblet
    • Holding Lantern
    • Toast Using Tankard

Balance

  • 'Domestic Affairs' now also increases the rate in which you lose tyranny
  • A lot of interactions that used to consider max military strength will now consider current military strength
  • AI Muslim rulers with Jizya active no longer indiscriminately convert Apostolics if they aren't zealous
  • AI counts will no longer complain that their capital county is under their De Jure when you're revoking their titles
  • AI rulers will now elect to end their offensive wars should the defender end up being inherited by the Mongol Empire
  • AI rulers with Religious Taxation active no longer convert faiths within their own religious group without being somewhat zealous first
  • Added AI weights and a longer cooldown to the Latrine Disaster event
  • Baltic Pagans are now much more unlikely to spontaneously convert to an organized faith
  • Caliphal Subjugation is now based on adherence to Head of Faith, rather than same faith (which means that the Sunni caliph can subjugate Ashari, Maturidi, and Mutazili, for example)
  • Changed yearly.8200 to be based on your gold values rather than the priests
  • Clans can now offer religious exemption when vassalizing
  • You can now ask for religious exemption when swearing fealty to a clan
  • Common rarity artifacts are now more likely to get damaged in sieges than stolen
  • Craven, Content and Trusting AI's are now more likely to say yes to title revocation and vassal retraction
  • Generous characters now lose stress by giving away titles
  • Harold Godwinson will no longer get alliances within the first 5 years of the game, to let the battle for England play out first
  • If you have your temporal Head of Faith vassalized, you can now direct GHW's if they're enabled
  • Isolationist Cultures are now harder to vassalize
  • Norse characters will now tend to convert to their divergent scandinavian cultures if appropriate
  • Offer Vassalization - Added 20 acceptance for having an alliance
  • Offer Vassalization - Added 20 acceptance for offering to a realm encircled by yours, without access to the coast
  • Offer Vassalization - Added a penalty for Feudals trying to vassalize Tribals, and vice versa
  • Offer Vassalization - Added a penalty for being a year or more in debt
  • Offer Vassalization - Added an acceptance modifier based on how well-liked you are by your Powerful Vassals, ranging between -20 to +20
  • Offer Vassalization - Base acceptance changed to -50 from -45
  • Offer Vassalization - Being the Rightful Liege/Unrighful Liege is now +20/-20, changed from +10/-25
  • Offer Vassalization - Increased the claimant modifier to -20
  • Offer Vassalization - Increased the rivalry modifier to -100
  • Offer Vassalization - Lover/Soulmate now gives +10/+20 acceptance
  • Offer Vassalization - The 'I am a King', 'We just fought against each other', and 'I fought an independence war against you' negative reasons have been increased, to offset the new positive reasons (you shouldn't be able to vassalize kings easily!)
  • Offer Vassalization - The 'Wide difference in rank' modifier is now 10, up from 5
  • Offer Vassalization - The Ambitions, Arrogant, Paranoid, Fickle, and Stubborn traits now reduce acceptance by -10/-20
  • Offer Vassalization - The Opinion Modifier now matter twice as much for clans (up to a potential +70 from +35), to make up for the fact that they can't offer better vassal contracts
  • Offer Vassalization - The Trusting and Content traits increase acceptance by 5
  • Reduced the vassalization acceptance bonus from the Diplomatic Court Type
  • Lowered the effect of True Ruler from 25 to 20
  • Significantly lowered the chances of artifacts getting damaged during feasts
  • Slightly loosened the requirements of pagan conversions for the AI so that less scattered pagan realms persist into the very late game
  • Steppe rulers will no longer automatically feudalize when converting to a non-pagan religion, to preserve the steppe tribal for longer
  • Rulers of Successor Khanates (Golden Horde, Chagatai, etc) are now much less likely to be sick, infirm, underage, of an ill-fitting culture, etc, while also now favoring highly skilled characters.
  • Significantly revised how the Successor Khanates spawn, patching many holes where they would fail to form, and ensuring that their borders are more logical and contiguous
  • Successor Khanate heirs will now switch to a majority faith of their new realm if they are Pagan upon succession
  • Successor Khanates now start with 100 dread to help them survive the first few years
  • Successor Khanates now start with High Partition
  • Successor Khanates will now be given a De Jure area depending on what they hold, within reason (the Ilkhanate will not shift all of persia, don't worry)
  • The 'guardian of my relative' opinion modifier now stacks
  • The AI is now slightly more willing to give up land or vassals that belong to their liege's primary title's capital duchy (i.e. Valois for the Kingdom of France)
  • The AI will now tend to not attempt imprisonments of landed vassals when chances are exceedingly low, unless they're lunatics
  • Patched an exploit where you could give the same artifact to multiple people, now only one will get it
  • The Gift Artifact interaction is now instant
  • The Gift Artifact interaction no longer shares opinion modifier with Send Gift, so you can do both to the same character
  • The Greatest of Khans trait and Modifiers now give Horse Archer and Light Cavalry siege speed bonuses
  • The Mongol Empire now starts with High Tribal Authority
  • The Mongol Empire will now always spawn as Tribal
  • The Mongol successor states (Chagatai, golden Horde, ilkhanate, etc.) now get some event troops and a little bit of gold to prevent them from instantly collapsing
  • The Mongols are now much less likely to gallop their horses into the mountains of Tibet
  • The Mongols now do not get Peasant Factions while a Great Khan is ruling them
  • The Mongols now get more dread from devastating provinces
  • The Mongols now have a chance to devastate counties when subjugating rulers in war, even if they do not siege them directly
  • The Royal Armory Duchy Building now also gives an army maintenance % reduction
  • The Seneschal position now provides slightly less control growth
  • The rivalry set by stress_threshold_prison.1031 is now applied when let out of prison for the AI, to avoid having a steady source of rivals to execute for stress loss for the player
  • The stress impact from revoking titles with the Generous trait has been lowered
  • There's now a chance to steal artifacts from barons in sieges, should they have any
  • Tyranny Reducing effects from Artifacts are now less powerful
  • When embracing the English culture, all children and all vassal's children will now also convert to the English culture
  • When vassalizing someone, they'll now gain an opinion modifier that prevents them from joining Independence and Dissolution factions
  • You as the liege no longer lose a piety level for choosing not to imprison the guilty party in secret reveal events
  • You can no longer seize the gold from realm priests through banishment, and any gold that former realm priests hold will be transferred to the new realm priest if possible
  • You now get more opinion when gifting greedy characters artifacts
  • You now only need 1 Holy Site to create or recreate a Head of Faith title
  • AI vassals are now more likely to offer a gift when paying homage
  • Boosted the control gain from requesting Bailiffs from your Liege in a Petition
  • Children that are 10+ years old at game start will now always be assigned a sexuality
  • Non-landed children will now more often get bullies, victims, friends, and crushes
  • k_naples is now a valid title for the Wily as the Fox achievement

AI

  • AI characters are now much less likely to convert to Adamitism, only truly irrational characters will consider it
  • AI characters will now more often accept imprisonment and revoke title demands made by Genghis Khan
  • AI rulers will now hire and preserve a Seneschal Court Position if they have Counties with low control, regardless of debt level (if at peace)
  • AI's with the Peacemaker perk or the Stalwart Defenders tradition will now end wars earlier
  • Barons will now use more of their gold on building buildings
  • City Barons in Drylands and Deserts now prefer economic buildings over building camel farms
  • Depending on personality, the AI will now much more aggressively pursue control through revocation of Counties in its primary title's capital duchy as long as it has room in its domain, taking on a modicum of tyranny when doing so. This makes the AI better at consolidating a powerbase for their realm.
  • Make attacker Dukes, Kings and Emperors raise their armies in a safe county close to the war goal county that is closest to their capital.
  • Make defending Dukes, Kings and Emperors raise their armies in a safe county close to the war goal county that is closest to their capital.
  • Players are fickle on the best of days and dishonorable on the worst! No longer shall we depend on their assistance when we declare our righteous wars for [GetWarReason]! They may still interfere with our plans, so we will still be weary of enemy player alliances.
  • Removed the restriction on Shy and Callous characters on using the Sway scheme
  • Slightly lowered the AI's preference to buy MaA over buildings
  • The AI is now choosier when using the interaction to select who to seduce/romance; they will tend to want fertile characters close to their own age, unless there are special circumstances (deviants will seduce anyone, lustful/temptation focus characters have a larger age span, temptation focused characters want to seduce vassals/liege/realm priests, only irrational and lustful/incestuous characters may seduce much older family members, and everyone is free to seduce their own spouse/s). Note that this does not affect seductions/romances started via events.
  • The AI is now more inclined to use the Organize Army task when bankrupt if they're rational
  • The AI now attempts vassalizations more frequently
  • The AI now slightly favors building the really good economic buildings (Farm Estates, Orchards, Cereal Fields, Quarries, Logging Camps, Regimental Camps)
  • The AI will be better at using the Support Schemes council task when they are performing murder schemes
  • The AI will no longer accept a negotiated alliance from someone they want to revoke land from in their primary duchy
  • The AI will no longer launch directed great holy wars/Jihads on an area where they would get less than 5 counties
  • The AI will no longer spend time swaying non-councillor barons
  • The AI will now always construct Farm Estates or Orchards before constructing Trade Posts
  • The AI will now join defensive Holy Wars if they're decently Zealous and Bold, with enough gold to support their armies for a time
  • The AI will now more aggressively use the fabricate hook scheme on vassals with modifiable contracts, especially if the vassal's spymaster is poor (and thus the success chance is higher)
  • The AI will now much more aggressively pursue control through revocation of its primary title's de jure capital county and duchy.
  • The AI will now not want to build Duchy Capital or Special buildings before they've filled all regular building slots
  • The AI will now only consider Artifact Wars against close rulers
  • The AI will now recreate destroyed temporal Head of Faith titles (such as the caliphates) much more frequently
  • The AI will now send spare children to be educated by vassals in order to increase their opinion
  • The AI will now spend more of its money on Buildings and MaA, depending on stage of the game and personality. Early on, most AI's will want to develop the buildings in their capital quickly, and later in the game their willingness to spend gold will in large parts depend on which personality archetype of these they fall into: Warmonger, Cautious, Builder, or Unpredictable. The AI boldness value also plays a big part.
  • AI's with an 'Builder' personality will now prefer filling free building slots with Economic buildings
  • The AI will now target their Realm Priest with the Sway scheme much more frequently
  • The AI will now tend to sway unhappy vassals for longer
  • The AI will now try to appoint a righteous caliph (the decision to create your own caliphate as for example Muwhalladi) much more often
  • The AI will now try to educate their children in languages that their future subjects will speak, to prepare them for rulership
  • The AI will now use Commission Artifact, Hunt, and Feast less often when they don't have a lot of spare gold, and even less if they're of an 'Economic Boom' personality archetype
  • The AI will now use Disrupt Schemes when appropriate (paranoid, threatened by siblings, targeted by an exposed scheme, etc)
  • The AI will now use the Befriend, Romance, and Learn Language schemes somewhat more frequently
  • The AI will now use the Develop Capital and Expedite Schemes decisions
  • The AI will now use the Find Secrets council task if they are sufficiently devious/dishonorable
  • The AI will now use the Sway scheme much more frequently
  • The AI will now use the stress reducing decision granted by stress traits more often (except for the ones where they wound themselves or spend a lot of gold, those remain rarer)
  • The AI will now vastly prefer building all tier 1 buildings in its capital county before starting on secondary holdings
  • The AI will now want to build all tier 1 buildings in a province before upgrading them
  • The AI will now want to revoke secondary baronies that it can hold if it's below domain limit
  • The Mongol Empire and its successor khanates are now less likely to simply give in to faction demands without a fight
  • The Mongols will now never give in to Dissolution or Independence wars, they will always fight
  • The Mongols will now prefer invading eastern european lands over the byzantine empire (no guarantees, though!)
  • Zealous AI's will now attempt to get their children educated by their head of faith
  • Zealous AI's will now sometimes send gifts to the defender in a GHW if they're nearing bankruptcy
  • The AI will no longer Bestow Royal Favor on vassals of vassals
  • Fixed combat evaluation incorrectly used on sea zones, leading to many naval invasions being impossible.

Interface

  • Added a handful of icons to core character interactions
  • Added another decimal point to the display of Development Growth
  • Added missing icon to 'Tamer of Horses' modifier
  • Duchy Buildings will now properly tell the reader why they're disabled
  • Made the old event 'Ecstatic Peasantry' nicer
  • The 'Gift Artifact' interaction now only shows unequipped artifacts, to make it easier to give away excess artifacts
  • The 'Offer Ward' interaction now lists children with existing guardians, so you don't have to manually remove the old guardian before sending them to a new guardian
  • The Coming of Age events now use more interesting/telling animations and backgrounds
  • The GHW CB's now use a more appropriate icon, and are listed at the top of the CB list
  • The Learn Language scheme will no longer say it's invalidated when it's succeeded
  • The Rags to Riches 1066 bookmark is now the default bookmark again
  • The Sway invalidated toasts should now look decent
  • Viewing a Barony title that is not created yet will show terrain type in background
  • Characters in events will now animate even if dead to allow for spooky content
  • Heir icon should now always be visible when relevant
  • Rivals should now always appear in the character screen

Localization

  • Added text for a missing string in the Pagan Syncretism tenet
  • Fixed French description of Pontic Whispers travel inspiration event
  • Fixed Spanish issue of Grant Vassal interaction
  • Fixed localization of Zoroastrian Witch god pronouns
  • Fixed misleading information in Culture Encyclopedia entry and Divergent Cultures concept
  • Fixed missing explanation tooltip for Grant Titles interaction when recipient was invalid
  • Fixed missing trigger description for Promote Christian Settlers decision
  • Fixed oaf insult being pink sometimes
  • Fixed religion tooltip of Forge Jomsvikings decision
  • Fixed saying goodbye when recruiting prisoners to your court
  • Simple fix to ensure babies are not speaking in an adult's voice. I had to take a guess at the age at which a baby starts speaking coherently. I was advised not to put "15+", even though it's true.
  • Fixed numerous translation issues with Spanish Lady/Lord
  • The translations for Primogeniture and Ultimogeniture are now correct
  • Fixed mongol succession event not getting heir name correctly
  • Fixed Spanish Contract Assistance interface localization
  • Fixed Spanish al/la localization issues in character greetings

Game Content

  • Reduced likeliness of AI engaging in incest as part of the "Something More" event where one might become romantically interested in a friend.
  • Reworked the 'A Growing Shadow' childhood event
  • Reworked the 'Always On My Mind' childhood event
  • Reworked the 'Concern of a Friend' childhood event
  • Reworked the 'Destruction of the Toy' childhood event
  • Reworked the 'Diligent parent lazy child' childhood event
  • Reworked the 'Get a Bully' childhood event
  • Reworked the 'Get a Crush' childhood event
  • Reworked the 'Get a Friend' childhood event
  • Reworked the 'Get a Victim' childhood event
  • Reworked the 'Harsh Punishment' childhood event
  • Reworked the 'Make your bully stop being such a bully' childhood event
  • Reworked the 'Parent increases stress' childhood event
  • Reworked the 'Parent is your educator' childhood event
  • Reworked the 'Parent reduces stress' childhood event
  • Reworked the 'The Way of the Heart' childhood event
  • Reworked the 'Unconventional Coping' childhood event
  • Reworked the 'Your friendship can turn into a crush' childhood event
  • Reworked the various 'Child gets a pet' childhood events
  • Reworked the various 'Child studies X skill' childhood events
  • You can now get a crush on an actual peasant character in one of the sexuality events that references one
  • Added opt-out options and a chance for gaining Best Friend to the friendship.2001 and friendship.2004 events
  • Condensed the effects of friendship.2007, and added a small chance of getting a best friend
  • Rebalanced friendship.3006 and added stress impacts
  • Tweaked and improved friendship.0003
  • Tweaked and improved friendship.1006 where you get war support from your friend, you now generally get more money, and can extort your friends for even more money if you wish
  • Added a bit more cool stuff to the mystical animal hunt

User Modding

  • Add current_military_strength trigger.
  • Add powerful_vassal list builder.
  • Added ignore_titularity_for_title_weighting to titles. This means a title can now be specified to utilize the regular title weighing rules on titular titles when the AI selects a primary title.
  • Added more AI gold budget manipulation potential. For each gold budget ('reserved', 'war_chest', 'short_term', 'long_term') there now exist effects: 'remove_*_gold', 'pay_*_gold', 'pay_*_income', 'add_*_gold'. Can now also pump money between budgets with 'move_budget_gold', allowing party-dukes to dip into the war chest for "essentials".
  • Renamed 'ai_war_chest' to 'war_chest_gold' for consistency
  • Renamed 'war_chest_gold', 'war_chest_prestige', 'war_chest_gold' to 'ghw_'+previous name for consistency
  • For each AI budget type there is now a trigger '*_gold', '*_gold_maximum'/'ai_*_gold_maximum'
  • You can now set the 'reserved' budget maximum via 'set_reserved_gold_maximum' in script, allowing for non-Popes and non-Holy Orders to create exclusive special budgets.
  • Added a realm_law_use_tribal_authority scripted trigger, separate from the realm_law_use_crown_authority scripted trigger, so that new authority law types can be added without overwriting vanilla authority laws
  • History character and title effects are now actually executed on the date they're defined at
  • The bypass_requirements console cheat was removed for Laws, because it messed up succession logic. Changed the cheat a bit so it will not cheat you out of your succession.
  • Memory retention on death can be defined by character tier in script defines, but beware of chonky save game file sizes this might cause.

Databases

  • Added a few traits to Basileios Basileios
  • Chagatai is now known as such, not 'The Chagatai'
  • Genghis Khan now starts with Athletic
  • Removed color2 definitions from landed titles database, as they are not used for anything.
  • The Golden Horde now has the correct historical capital set, Itil
  • The Mongol Successor Khanates will no longer be named after dynasties (so that you will see 'Golden Horde', etc)
  • The Sunni, Shia, and Muwhalladi Caliphates now have a capital county defined so that their AI's know which area to consolidate
  • Satisfied community thirstiness for Bohemond

Bugfixes

  • Characters will no longer consider members of their own faith Astray
  • AI's will now focus on one Dynasty Legacy track while valid for the Fate of Iberia legacies
  • Adoptionism can no longer appear as a regional heresy without first being revived through nebulous means
  • Event lover.7002 will now set the lover relation if you are already potential lovers
  • Faiths with Syncretic tenets should now never end up with negative faith conversion progress
  • Fixed an issue where you could give imprisoned children as wards
  • Fixed broken loc string in toast when a child learns a parent's language
  • Fixed incorrect localization scope in event tribal.1203
  • Landless rulers (Holy Orders, mainly) should now never be valid for forming hybrid cultures
  • Mozarabics are now considered part of the Western Christian block for the purposes of heresy generation
  • Recreated temporal Head of Faith titles will now correctly get the Temporal Theocratic title law set
  • Spouses of your children should no longer become wanderers
  • The AI will no longer go to war over personal artifact claims lower than Famed
  • The AI will no longer start sway schemes against characters that have 100 opinion of them
  • The Golden Horde, Chagatai, and Ilkhanate will now claim a more historical area when the Successor Khanates spawn
  • The potential friend and lover in fund_inspiration.7003 can no longer be the same person
  • Changed the name of the "is_diplomatically_available" trigger, which was... slightly misleading compared to its contents
  • Corrected typo in board game game concept loc
  • Fixed issue where you would receive war banners after creating a kingdom
  • Fixed positive outcome for Seduction failure in A Walk in Town event
  • Fixed possibility of character duplication in Out with the Old inspiration event
  • No longer possible to build Cities and Temples before they are invented by Petitioning your Liege
  • Properly display the liege title requirement for the "Consolidate the Canaries" decision
  • Properly apply the Priesthood Slaughtered modifiers on the different counties for the Toledan Nights event
  • The Petition event “Personal Matter” should no longer fire in a way that has you accusing yourself of infidelity
  • The Petition event “Sanctuary” now properly checks whether the deposed ally is suitable for it
  • The Court Event “Murder Holes and Priest Holes” is now more rare
  • The Court Event “Getting a Head” will no longer generate brilliant lunatics
  • The yearly event “Roughhousing” will no longer start the “Murders at Court” chain
  • Rectified the weight multipliers for the Petition event “A shadow in the Night”
  • The Petition event “A child of the Court” will no longer be able to pick your own child.

References